Showing posts with label Re-Animator. Show all posts
Showing posts with label Re-Animator. Show all posts

Thursday, October 11, 2018

Herbert West's Re-Agent

This is a supplement for d20 System games (such as d20 Modern). However, it easily adapted to any RPG system that features statistics for undead creatures, such as zombies, ghouls, and the like. It was inspired by H.P. Lovecraft's "Herbert West, Re-Animator" stories (and, of course, the hilarious gore-fests that are Re-Animator, Bride of Re-Animator, and Beyond Re-Animator).
   The RE-AGENT and MAKING MORE RE-AGENT sections are released under the Open Game License and may be reproduced in accordance with its terms. The rest of the text in this article is Product Identity. Copyright 2018 Steve Miller.

HERBERT WEST AND HIS RE-AGENT IN BRIEF
In 1903, a young medical student named Herbert West claimed he had discovered a compound that would restore life to dead beings if injected into their bodies; as a result, he was ridiculed, first by his fellow medical students and later by the medical and scientific community at large. After graduating from medical school, he established a medical practice in Boston with long-time friend Daniel Abbott, and he served as a volunteer doctor during World War I. During this time, he reportedly continued his research into reviving the dead, and, according to statements given to the authorities by Dr. Abbott, this research led directly to West's mysterious disappearance in October of 1922. No one believed Abbott's claims that West had been carried off by zombies reanimated by the Re-Agent, and Abbott was written off as a madman.
   Herbert West's fate remained a mystery for almost a century... until the great-great grandson of Daniel Abbott, Joshua Madison, went through some of Abbott's journals and located West's secret laboratory, and more than a gallon of the Re-Agent solution--as well as several variations on the formula to create more.

Illo by OzzKrol

THE RE-AGENT
Although West went through 37 formula variations in his attempt to perfect the chemical compound that bring life to the dead, they all basically function the same and are identical when visually inspected--a bright green liquid.
   It takes 20ccs of Re-Agent to revive an average size adult human--half that for children and 30ccs for large or obese adults. Similarly, the amount needed to revive an animal varies on its size, ranging from 5cc (for rabbits or house cats) to 30 cc (for horses or cows).
   If too little of the Re-Agent is injected, nothing happens. If too much is injected, the corpse convulses for 1d6+1 rounds, possible screaming random phrases as if the tortured soul within it is trying to communicate. It then explodes in a shower of gore and bone fragments, dealing 1d4 points of damage to everyone within 10 feet. Characters covered in gore must roll a Fortitude save or be sickened for six rounds less their Constitution bonus.
   The type of undead the corpse animates as depends on how long its been dead, plus a random roll on 1d6. The creature has the statistics as is typical for the game unless the random roll indicates otherwise. In all cases, the creature is disoriented for a few moments after being revived (1d6 rounds), after which is flies into a rage and attacks nearest person, or, if intelligent, either the person responsible for his or her death and/or reanimation. Undead with low intelligence or higher remember some or all of their previous life, even if they grow increasingly insane due to their state. All undead created by the Re-Agent are free-willed and can only be commanded through whatever supernatural means are described in the game system.
   Unless otherwise noted, all attacks are made with the base creatures standard attack values.

Re-Agent Results Tables (Roll 1d6)
Subject Deceased 0-15 Minutes
   1-3. Standard Ghoul
   4-5. Ghoul with Strength Score of 20
   6. Standard Ghoul, but when reduced to half or less of its starting hit points, the creature bursts open and its entrails and organs begin attacking. The creature is restored to full hit points. It now gets three melee attacks per round, each dealing 1d4 points of damage. These attacks can be made against different targets. These attacks do not carry the threat of paralysis.
   A critical hit causes the target to become entangled in the writhing guts. Being so entangled imposes a -2 penalty to attack rolls, but it reduces the undead's attacks to two per round. The target may break free with a successful Strength check (DC14). Any additional critical hits are treated as normal hits.
   If the target is entangled for more than two rounds, the flailing guts wrap around the target's face, beginning to strangle him or her. The target must now roll a Fortitude save each round (DC8, with the DC increasing by 2 each subsequent round) until he or she manages to break free. If the target fails a Fortitude save, he or she falls unconscious and is defenseless. The target continues to be pummeled and dies from strangulation within 5 rounds if not rescued.

Subject Deceased 16-59 Minutes
   1-3. Standard Ghoul
   4-5. Standard Zombie
   6. Standard Zombie, but when reduced to half or less of its starting hit points, the creature bursts open and its entrails and organs begin attacking. The creature is restored to full hit points. It now gets three melee attacks per round, each dealing 1d4 points of damage. These attacks can be made against different targets.
   A critical hit causes the target to become entangled in the writhing guts. Being so entangled imposes a -2 penalty to attack rolls, but it reduces the undead's attacks to two per round. The target may break free with a successful Strength check (DC14). Any additional critical hits are treated as normal hits.
   If the target is entangled for more than two rounds, the flailing guts wrap around the target's face, beginning to strangle him or her. The target must now roll a Fortitude save each round (DC8, with the DC increasing by 2 each subsequent round) until he or she manages to break free. If the target fails a Fortitude save, he or she falls unconscious and is defenseless. The target continues to be pummeled and dies from strangulation within 5 rounds if not rescued.

Subject Deceased 1 Hour - 24 Hours
   1-3. Standard Zombie
   4. Zombie with Strength Score of 20 and skills and mental stats it had when it was alive
   5. Standard Zombie, but when reduced to half or less of its starting hit points, it collapses into the gory heap on the ground. The following round, its arms and legs begin to attack targets in the area independently. Each limb has DR6, has 6 hit points, and deals 1d4 points of damage per attack.
6. Standard Zombie, but when reduced to half or less of its starting hit points, the creature bursts open and its entrails and organs begin attacking. The creature is restored to full hit points. It now gets three melee attacks per round, each dealing 1d4 points of damage. These attacks can be made against different targets.
   A critical hit causes the target to become entangled in the writhing guts. Being so entangled imposes a -2 penalty to attack rolls, but it reduces the undead's attacks to two per round. The target may break free with a successful Strength check (DC14). Any additional critical hits are treated as normal hits.
   If the target is entangled for more than two rounds, the flailing guts wrap around the target's face, beginning to strangle him or her. The target must now roll a Fortitude save each round (DC8, with the DC increasing by 2 each subsequent round) until he or she manages to break free. If the target fails a Fortitude save, he or she falls unconscious and is defenseless. The target continues to be pummeled and dies from strangulation within 5 rounds if not rescued.

Subject Deceased One Day - Two Days
   1-3. Standard Zombie
   4. Standard Ghoul
   5. Standard Zombie, but when reduced to half or less of its starting hit points, it collapses into the gory heap on the ground. The following round, its arms and legs begin to attack targets in the area independently. Each limb has DR6, has 6 hit points, and deals 1d4 points of damage per attack.
   6. The subject rises from the dead, fully healed of whatever injuries or ailments that killed him or her. After a number of minutes equal to 2d6+subject's Con bonus, the subject's body starts to dissolve into a gooey, bloody mess. The transformation takes three rounds, with the subject screaming in agony the whole time. On the fourth round, the subject's entrails and internal organs burst from his or her disintegrating form and start attacking. The subject continues to scream, alternating between incoherent shrieks of pain, pleas for the misery to end, and swearing that would shock a sailor.
   The subject's entrails get three melee attacks per round, each dealing 1d4 points of damage. These attacks can be made against different targets.
   A critical hit by the entrails causes the target to become entangled in the writhing guts. Being so entangled imposes a -2 penalty to attack rolls, but it reduces the undead's attacks to two per round. The target may break free with a successful Strength check (DC14). Any additional critical hits are treated as normal hits.
   If the target is entangled for more than two rounds, the flailing guts wrap around the target's face, beginning to strangle him or her. The target must now roll a Fortitude save each round (DC8, with the DC increasing by 2 each subsequent round) until he or she manages to break free. If the target fails a Fortitude save, he or she falls unconscious and is defenseless. The target continues to be pummeled and dies from strangulation within 5 rounds if not rescued.


Subject Deceased Three Days
   1-3. The subject rises from the dead, fully healed of whatever injuries or ailments that killed him or her. After a number of hours equal to 2d6+subject's Con bonus, the subject turns into a Standard Ghoul. The transformation takes three rounds, during which the subject is in terrible agony and when it's complete, he or she attacks anyone within melee range until slain.
   4. The subject rises from the dead, fully healed of whatever injuries or ailments that killed him or her. After a number of hours equal to 4d6+subject's Con bonus, the subject turns into a Standard Ghoul. The transformation takes three rounds, during which the subject is in terrible agony and when it's complete, he or she attacks anyone within melee range until slain.
   5-6.  The subject rises from the dead, fully healed of whatever injuries or ailments that killed him or her. After a number of hours equal to 4d6+subject's Con bonus, the subject's body starts to dissolve into a gooey, bloody mess. The transformation takes three rounds, with the subject screaming in agony the whole time. On the fourth round, the subject's entrails and internal organs burst from his or her disintegrating form and start attacking.
   The subject's entrails get three melee attacks per round, each dealing 1d4 points of damage. These attacks can be made against different targets. The subject may also attack, using melee or ranged weapons with his or her standard attack bonuses. The subject is now full of a cold, calculating desire to kill any living thing it can.
   A critical hit by the entrails causes the target to become entangled in the writhing guts. Being so entangled imposes a -2 penalty to attack rolls, but it reduces the undead's attacks to two per round. The target may break free with a successful Strength check (DC14). Any additional critical hits are treated as normal hits.
   If the target is entangled for more than two rounds, the flailing guts wrap around the target's face, beginning to strangle him or her. The target must now roll a Fortitude save each round (DC8, with the DC increasing by 2 each subsequent round) until he or she manages to break free. If the target fails a Fortitude save, he or she falls unconscious and is defenseless. The target continues to be pummeled and dies from strangulation within 5 rounds if not rescued.
  
Subject Deceased Four Days to Four Years
   1-3. Standard Zombie
   4-5. Standard Zombie, but when reduced to half or less of its starting hit points, it collapses into the gory heap on the ground. The following round, its arms and legs begin to attack targets in the area independently. Each limb has DR6, has 6 hit points, and deals 1d4 points of damage per attack.
   6. A Zombie, with all the memories, skills, and mental stats of the character when he or she was alive. Strength attribute score of 22.

Subject Deceased Five Years to 50 Years
    1-2. Standard Zombie
    3. Standard Zombie, but when reduced to 0 or less hit points, it explodes into a massive cloud of dust and spores. All living beings within a 10-ft. radius are Blinded for 1d6+2 rounds, and must roll  Fortitude saves (DC12) or be Sickened 1d4 rounds.
   4-5. Standard Mummy with all the memories, skills, and mental stats of the character when he or she was alive.
   6. Standard Mummy, but when reduced to half of its hit points it unleashes a massive swarm of insects through its mouth. (Treat as a creeping doom spell cast by a 12th-level caster.)

Subject Deceased 51 Years to 500 Years
   1. Standard Zombie
   2-4. Standard Mummy
   5. Standard Mummy, but when reduced to half its hit points, it issues a howl and a massive cloud of dust and spores rush from its mouth and swirl around the area. All living beings within a 10-ft radius are Blinded for 2d6 rounds and must roll Fortitude saves (DC12) or be Sickened for 2d4 rounds.
   6. A Lich, with the spellcasting abilities of a 5th-level sorcerer

Subject Deceased 501 Years or More
   1-2. Standard Skeleton
   3.  A Lich, with the spellcasting abilities of 12th-level sorcerer
   4. Standard Mummy, except when reduced to half its hit point, it issues a howl and a massive could of dust rush from its mouth and swirl around the area. All living beings within a 10-ft radius are blinded for 2d6 rounds and must roll Fortitude saves (DC14) or be Sickened for 2d4 rounds.
   When reduced to 0 hit points, the mummy explodes into a massive swarm of insects. (Treat as a creeping doom spell cast by a 15th-level caster. Also, any dead bodies within a 30-ft. radius rise as Standard Skeletons.
   5. A Lich, with the spellcasting abilities of a 15-level sorcerer.
   6. The subject is apparently restored fully to life, its body gradually returning to full and vibrant health over the course of three rounds. However, the subject is actually a Standard Succubus (or Incubus, depending on the sex of the subject).



MAKING MORE RE-AGENT
By following one of West's formulas, characters can use their Craft (Chemicals) skill (DC15) or their Craft (Pharmaceuticals) skill (DC22) to create more Re-Agent. They may make it in batches of one pint to as many gallons as they wish. Obtaining the materials to create 1 pint of Re-Agent requires a Wealth Check of DC8. The check increases by +2 for each additional pint worth of materials purchased.

Off-Label Effects
Depending on which variation is used. the Re-Agent may have effects that Dr. West didn't intend. These are listed below and may be discovered by accident or experimentation; some may be deduced by studying the notes of Dr. West or Dr. Abbott (Research skill checks of DC15).
   If characters are using or studying Re-Agent originally made by West, the DM should roll a 1d8 to see if there are any off-label effects. (West did not label his Re-Agent batches according to which formula he used to make them, because he had that information in memory.)

Formula Used     Off-Label Effect
1-7.                      None. (1)
8-16.                    Can be turned into an aerosols spray.
                             Dose can re-animate 1d4+1 sprayed corpses. (2)
17-25.                  None. (3)
25-26.                  Living beings become Zombies 1d4+2 hours
                            after being injected (or eating or drinking food
                            contaminated with Re-Agent). Fortitude save DC 22
                            to negate. (4)
27-29.                  None. (5)
30-33.                  If submerged in Re-Agent, corpses will reanimate. (6)
34-35                   None. (7)
35-37.                  If more than one gallon of Re-Agent is spilled and seeps
                            into the ground near a cemetery or other burial site, 1d8+1
                            Standard Zombies rise and set out to kill the living. (8)


And here's some music to Re-Animate by...